
// P_local.h
// $Revision: 433 $
// $Date: 2009-05-23 15:33:09 +0300 (Sat, 23 May 2009) $

#ifndef __P_LOCAL__
#define __P_LOCAL__

#ifndef __R_LOCAL__
#include "r_local.h"
#endif

#define STARTREDPALS	1
#define STARTBONUSPALS	9
#define NUMREDPALS	8
#define NUMBONUSPALS	4

#define FOOTCLIPSIZE	(10 * FRACUNIT)

#define TOCENTER	-8
#define FLOATSPEED	(FRACUNIT * 4)

#define MAXHEALTH	100
#define MAXCHICKENHEALTH 30
#define VIEWHEIGHT	(41 * FRACUNIT)

/* mapblocks are used to check movement against lines and things */
#define MAPBLOCKUNITS	128
#define MAPBLOCKSIZE	(MAPBLOCKUNITS * FRACUNIT)
#define MAPBLOCKSHIFT	(FRACBITS + 7)
#define MAPBMASK	(MAPBLOCKSIZE - 1)
#define MAPBTOFRAC	(MAPBLOCKSHIFT - FRACBITS)

/* player radius for movement checking */
#define PLAYERRADIUS	(16 * FRACUNIT)

/* MAXRADIUS is for precalculated sector block boxes
 * the spider demon is larger, but we don't have any
 * moving sectors nearby
 */
#define MAXRADIUS	(32 * FRACUNIT)

#define GRAVITY		FRACUNIT
#define MAXMOVE		(30 * FRACUNIT)

#define USERANGE	(64 * FRACUNIT)
#define MELEERANGE	(64 * FRACUNIT)
#define MISSILERANGE	(32 * 64 * FRACUNIT)

typedef enum
{
	DI_EAST,
	DI_NORTHEAST,
	DI_NORTH,
	DI_NORTHWEST,
	DI_WEST,
	DI_SOUTHWEST,
	DI_SOUTH,
	DI_SOUTHEAST,
	DI_NODIR,
	NUMDIRS
} dirtype_t;

#define BASETHRESHOLD	100	/* follow a player exlusively for 3 seconds */


/* ---- P_TICK ---- */

extern	thinker_t	thinkercap;	/* both the head and tail of the thinker list */
extern	int		TimerGame;	/* tic countdown for deathmatch */

void P_InitThinkers(void);
void P_AddThinker(thinker_t *thinker);
void P_RemoveThinker(thinker_t *thinker);


/* ---- P_PSPR ---- */

#define USE_GWND_AMMO_1	1
#define USE_GWND_AMMO_2	1
#define USE_CBOW_AMMO_1	1
#define USE_CBOW_AMMO_2	1
#define USE_BLSR_AMMO_1	1
#define USE_BLSR_AMMO_2	5
#define USE_SKRD_AMMO_1	1
#define USE_SKRD_AMMO_2	5
#define USE_PHRD_AMMO_1	1
#define USE_PHRD_AMMO_2	1
#define USE_MACE_AMMO_1	1
#define USE_MACE_AMMO_2	5

void P_OpenWeapons(void);
void P_CloseWeapons(void);
void P_AddMaceSpot(mapthing_t *mthing);
void P_RepositionMace(mobj_t *mo);
void P_SetPsprite(player_t *player, int position, statenum_t stnum);
void P_SetupPsprites(player_t *curplayer);
void P_MovePsprites(player_t *curplayer);
void P_DropWeapon(player_t *player);
void P_ActivateBeak(player_t *player);
void P_PostChickenWeapon(player_t *player, weapontype_t weapon);
void P_UpdateBeak(player_t *player, pspdef_t *psp);


/* ---- P_USER ---- */

void P_PlayerThink(player_t *player);
void P_Thrust(player_t *player, angle_t angle, fixed_t move);
void P_PlayerRemoveArtifact(player_t *player, int slot);
void P_PlayerUseArtifact(player_t *player, artitype_t arti);
boolean P_UseArtifact(player_t *player, artitype_t arti);
int P_GetPlayerNum(player_t *player);


/* ---- P_MOBJ ---- */

#define FLOOR_SOLID	0
#define FLOOR_WATER	1
#define FLOOR_LAVA	2
#define FLOOR_SLUDGE	3

#define ONFLOORZ	H2MININT
#define ONCEILINGZ	H2MAXINT
#define FLOATRANDZ	(H2MAXINT - 1)

extern	mobjtype_t	PuffType;
extern	mobj_t		*MissileMobj;

mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
void P_RemoveMobj(mobj_t *th);
boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state);
void P_ThrustMobj(mobj_t *mo, angle_t angle, fixed_t move);
int P_FaceMobj(mobj_t *source, mobj_t *target, angle_t *delta);
boolean P_SeekerMissile(mobj_t *actor, angle_t thresh, angle_t turnMax);
void P_MobjThinker(mobj_t *mobj);
void P_BlasterMobjThinker(mobj_t *mobj);
void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z);
void P_SpawnBlood(fixed_t x, fixed_t y, fixed_t z, int damage);
void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t *originator);
void P_RipperBlood(mobj_t *mo);
int P_GetThingFloorType(mobj_t *thing);
int P_HitFloor(mobj_t *thing);
boolean P_CheckMissileSpawn(mobj_t *missile);
mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type);
mobj_t *P_SpawnMissileAngle(mobj_t *source, mobjtype_t type, angle_t angle, fixed_t momz);
mobj_t *P_SpawnPlayerMissile(mobj_t *source, mobjtype_t type);
mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle);


/* ---- P_ENEMY ---- */

void P_NoiseAlert (mobj_t *target, mobj_t *emmiter);
void P_InitMonsters(void);
void P_AddBossSpot(fixed_t x, fixed_t y, angle_t angle);
void P_Massacre(void);
void P_DSparilTeleport(mobj_t *actor);


/* ---- P_MAPUTL ---- */

typedef struct
{
	fixed_t	x, y, dx, dy;
} divline_t;

#ifdef RENDER3D
typedef struct
{
	float	x, y, dx, dy;
} fdivline_t;
#endif

typedef struct
{
	fixed_t		frac;	/* along trace line */
	boolean		isaline;
	union {
		mobj_t	*thing;
		line_t	*line;
	} d;
} intercept_t;

#define MAXINTERCEPTS	128
extern	intercept_t	intercepts[MAXINTERCEPTS], *intercept_p;

typedef boolean (*traverser_t) (intercept_t *in);

fixed_t P_AproxDistance (fixed_t dx, fixed_t dy);
int P_PointOnLineSide (fixed_t x, fixed_t y, line_t *line);
int P_PointOnDivlineSide (fixed_t x, fixed_t y, divline_t *line);
void P_MakeDivline (line_t *li, divline_t *dl);
fixed_t P_InterceptVector (divline_t *v2, divline_t *v1);
int P_BoxOnLineSide (fixed_t *tmbox, line_t *ld);

extern	fixed_t		opentop, openbottom, openrange;
extern	fixed_t		lowfloor;

void P_LineOpening (line_t *ld);

boolean P_BlockLinesIterator (int x, int y, boolean(*func)(line_t*));
boolean P_BlockThingsIterator (int x, int y, boolean(*func)(mobj_t*));

#define PT_ADDLINES	1
#define PT_ADDTHINGS	2
#define PT_EARLYOUT	4

extern	divline_t	trace;

boolean P_PathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, boolean (*trav) (intercept_t *));
void P_UnsetThingPosition (mobj_t *thing);
void P_SetThingPosition (mobj_t *thing);


/* ---- P_MAP ---- */

extern	boolean		floatok;		/* if true, move would be ok if */
extern	fixed_t		tmfloorz, tmceilingz;	/* within tmfloorz - tmceilingz */
extern	line_t		*ceilingline;
extern	mobj_t		*linetarget;		/* who got hit (or NULL) */

boolean P_TestMobjLocation(mobj_t *mobj);
boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y);
mobj_t *P_CheckOnmobj(mobj_t *thing);
void P_FakeZMovement(mobj_t *mo);
boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y);
boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y);
void P_SlideMove(mobj_t *mo);
boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
void P_UseLines(player_t *player);
boolean P_ChangeSector (sector_t *sector, boolean crunch);
fixed_t P_AimLineAttack (mobj_t *t1, angle_t angle, fixed_t distance);
void P_LineAttack (mobj_t *t1, angle_t angle, fixed_t distance, fixed_t slope, int damage);
void P_RadiusAttack (mobj_t *spot, mobj_t *source, int damage);


/* ---- P_SETUP ---- */

extern	byte		*rejectmatrix;		/* for fast sight rejection */
extern	short		*blockmaplump;		/* offsets in blockmap are from here */
extern	short		*blockmap;
extern	int		bmapwidth, bmapheight;	/* in mapblocks */
extern	fixed_t		bmaporgx, bmaporgy;	/* origin of block map */
extern	mobj_t		**blocklinks;		/* for thing chains */


/* ---- P_INTER ---- */

extern	int		maxammo[NUMAMMO];
extern	int		clipammo[NUMAMMO];

void P_SetMessage(player_t *player, const char *message, boolean ultmsg);
void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher);
void P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, int damage);
boolean P_GiveAmmo(player_t *player, ammotype_t ammo, int count);
boolean P_GiveArtifact(player_t *player, artitype_t arti, mobj_t *mo);
boolean P_GiveBody(player_t *player, int num);
boolean P_GivePower(player_t *player, powertype_t power);
boolean P_ChickenMorphPlayer(player_t *player);


/* ---- AM_MAP ---- */

boolean AM_Responder(event_t *ev);
void AM_Ticker(void);
void AM_Drawer(void);


/* ---- SB_BAR ---- */

extern	int		SB_state;
extern	int		ArtifactFlash;

void SB_PaletteFlash(void);

#include "p_spec.h"

#endif	/* __P_LOCAL__ */

